The sound designer can design an advanced sound using the authoring tool.
Designed sounds are passed to the programmer as a Cue and played back by the player handle.
The Cue which abstracts the sound is classified automatically into the following three categories and is optimized so that the size of the parameter area becomes small.
When a single wave data is simply played back
When two or more wave data are played back with the specified playback parameter
When wave data is played back along the time line by a Sequencer
Programmers can play back the sound by specifying a Cue, an abstracted identifier, without having to be conscious of these three categories.
Multi-track Support
Track Automation
A Cue can have two or more tracks each with its own time line.
The user can set up the volume for each track and configure automation of playback parameter which changes along the time line.
Random Selection from Multiple Tracks
The user can choose tracks at random from multiple tracks and play them back.
For example, when two or more dialogue ("thank you", "thank you very much", or "thanks", etc.) of the same meaning are registered to separate tracks and a programmer plays back the Cue, different dialogue is played back every time the Cue is played back.
Depending on the configuration, it is possible to create a direction so that the same word is not played repeatedly or more than once, even for a random playback.
Cue Link
A nested structure can be achieved by giving a track children tracks. Cue Link can also be used to play back other Cues.
Sequence Sequencer supports loops or events. It is possible to proceed to the next sound after the sound has been looped specified times or to create a nested loop. Moreover, by setting a callback event, it is possible to tell a programmer that the specified time has been reached.
AISAC AISAC can be set to Cues or tracks.
By setting the same AISAC to two or more tracks, they are controlled by the same control value at the same time.
For example, it is useful to create a realistic engine sound by cross-fading multiple sounds like engine sound. The sound which changes interactively can be achieved by cross-fading multiple cheers according to buildup, or by cross-fading the sound of storm according to the situation.